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d20 vs. GURPS?
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<blockquote data-quote="Dannyalcatraz" data-source="post: 2981913" data-attributes="member: 19675"><p>I'm a GURPS-hater- I admit this. However, I DO respect it. Both my hate & respect come from years of gaming with a group of players who loved it, and who occasionally did some playtesting of material.</p><p></p><p>I generally agree with the discussion of the game's mechanics, above. I just don't like its flavor, and I don't think the system is as flexible as, say, HERO. The game has some scaling issues, for instance, and supplement incompatibility.</p><p></p><p>To illustrate- a telekinetic PC in Basic GURPS has to invest a LOT of points to become strong enough to lift a bowling ball, for instance. But some of the supplements made becoming a powerful TK rather cheap & easy.</p><p></p><p>This means that PCs couldn't be easily transported across genre- and thus, judging PC power could be a guessing game. A 100 point PC using one set of supplements could be VASTLY more powerful than one using a different set. I found this to be a serious flaw for a game claiming to be the <strong>G</strong>eneric <strong>U</strong>niversal <strong>R</strong>ole <strong>P</strong>lay <strong>S</strong>ystem.</p><p></p><p>That said, the current version, I'm told, has improved many of the issues I had with earlier editions. From what I've seen, its a vast improvement, but I'm still not satisfied.</p><p></p><p>There is also the main saving grace of the game- the historical sourcebooks. They are some of the best in the entire hobby, and their writers tend to do their research. If you want to set a game in a historical locale, you probably won't find a game with more accurate info for your campaign. Despite my dislike of the<em> system</em>, I own several of the GURPS sourcebooks.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 2981913, member: 19675"] I'm a GURPS-hater- I admit this. However, I DO respect it. Both my hate & respect come from years of gaming with a group of players who loved it, and who occasionally did some playtesting of material. I generally agree with the discussion of the game's mechanics, above. I just don't like its flavor, and I don't think the system is as flexible as, say, HERO. The game has some scaling issues, for instance, and supplement incompatibility. To illustrate- a telekinetic PC in Basic GURPS has to invest a LOT of points to become strong enough to lift a bowling ball, for instance. But some of the supplements made becoming a powerful TK rather cheap & easy. This means that PCs couldn't be easily transported across genre- and thus, judging PC power could be a guessing game. A 100 point PC using one set of supplements could be VASTLY more powerful than one using a different set. I found this to be a serious flaw for a game claiming to be the [B]G[/B]eneric [B]U[/B]niversal [B]R[/B]ole [B]P[/B]lay [B]S[/B]ystem. That said, the current version, I'm told, has improved many of the issues I had with earlier editions. From what I've seen, its a vast improvement, but I'm still not satisfied. There is also the main saving grace of the game- the historical sourcebooks. They are some of the best in the entire hobby, and their writers tend to do their research. If you want to set a game in a historical locale, you probably won't find a game with more accurate info for your campaign. Despite my dislike of the[I] system[/I], I own several of the GURPS sourcebooks. [/QUOTE]
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